Monday, 30 January 2012

SWTOR - PvE - Karagga's Palace Trash Clearing Area 2

Above video is from Nightmare Mode

Another trash clearing video.  Sometimes I think it would be more fun just to go from Boss to Boss like at the end of EV - but I can see the use for trash clearing as well.  It helps us work on some teamwork and new mechanics without having to redo a whole boss fight just to perfect a small mechanic.

This video is from the area I've arbitrarily named "Area 2" which is the trash after Jarg and Sorno on the way to Foreman Crusher.  This video misses the first few pulls through the bar since FRAPS fubared my framerate and I had to restart it.  The rest is all here though.

For the majority of this stuff, it's just a matter of CCing humanoids, and getting aggro and AOEing the non humanoids.  Some pulls we have specific kill orders (stuff that can't be CC'd first, each tank takes one giant monster to start etc.)  You'll see how some of that works through the video.  

There are thing we could do better of course, and sometimes you'll see me standing there mashing the wrong button wondering why nothing is happening - it happens to all of us at some point in time.

Enemies Seen:

Gammorrean Machinesmith:
This guy basically controls all the droids around him.  Killing him kills all the droids.  He isn't hard or special on his own, it's just all the adds he has with him that make the pull difficult.  Burning him down quickly makes this pull go fast.

Veteran Destroyer Droid:
These are te Machinesmith's flunkies.  When you kill him these all die.  They all have ranged attacks, so AOE taunting them just to get them to look at you while you kill the machinesmith is a good idea.

Well Fed Womprat:
These guys like to dogpile, so the first one in gets jumped on.  This makes AOE threat simple to start with and stacks them all up nicely.  We AOE them quickly and the group dies pretty rapidly.

Savage Jurgoran:
Two of these come with a champion friend.  They are like giant scary swamp monsters that have an AOE stun (roll around on the ground in fear).  They hit quite hard, but go down quickly (elite only).  Usually we have one tank pick up one each and kill them quickly, then take out the champion.  

Mutant Jurgoran:
This is the champion that comes with the Savage variety (above).  He has the same AOE stun and usually gets into the group of everyone before dropping it (I hate this guy).  He'll also dump it purely on the tanks/melee then run for the casters.  All you can really do is spread out a bit, and taunt him back ASAP when you stand up.

Hutt Cartel Assassin:
Major source of damage, needs to be killed quickly and interrupted when possible.

Hutt cartel Poisoner:
These guys like to dissappear and then pop on healers.  There isn't anything you can do when they vanish except heal up and be ready to peel them off whoever they decide to attack.

Trained Kintan Mauler:
These things do heavy damage, but are nothing special otherwise.  They usually come in groups of 2 with a pair of handlers.  Keeping their aggro on the tank while CCing their handlers is the best way to take them out.

Kintan Handler:
These guys have multiple grapple attacks, or an AOE effect grapple I'm not sure how it's actually mechanically done.  But they can pull in half (or almost all) of your group in one smack, which interrupts everyone and makes them a huge nuisance.  They also have an AOE stun which they like to use right after their AOE pull.

Kintan Rock Thrower:
Similar to the Maulers, but these have ranged damage.  They also have melee attacks so will move into melee ranger allowing them to be easily positioned by a tank.

Monster Legion Commander:
These guys have ranged attacks and use their grapple to actually leap to another player instead of pulling the player to them.  Though they do have the pull version as well.  They also use an AOE knockback pretty regularly.

Kintan Warhound:
Same as the Maulers, these come in a 3 pack.

Hutt Cartel Warmonger:
More of a ranged damage dealer, has Full Auto and a skill that makes all the warhounds target a single player.

Tanking Tips:  

Try to build threat on multiple targets so it's easier to pull them back if they end up peeling away.  Don't bother moving away from grapplers, you're going to get pulled back anyway and that will force everyone to re-position.

Keep your focus high so you can drop some heavy attacks on mobs that are peeling away if necessary.  With two tanks this problem is less prevalent.

Keep your situation awareness up, if your DPS just peeled off a mob that is almost dead let them burn it down and move to the next primary target so you can get a head start.  If CC is broken make sure you throw a taunt on to get their attention while whoever is responsible drops the CC back on them.




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